Compare any two graphics cards:
Radeon HD 4890 2GB vs Radeon HD 6850
IntroThe Radeon HD 4890 2GB comes with a GPU core speed of 1000 MHz, and the 2048 MB of GDDR5 memory runs at 975 MHz through a 256-bit bus. It also is made up of 800(160x5) SPUs, 40 Texture Address Units, and 16 Raster Operation Units.Compare all of that to the Radeon HD 6850, which comes with core speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 RAM. It features 960 SPUs along with 48 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 6850 should in theory be just a bit faster than the Radeon HD 4890 2GB in general. (explain)
Texel RateThe Radeon HD 4890 2GB should be a little bit (more or less 8%) more effective at texture filtering than the Radeon HD 6850. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 6850 is the winner, and very much so. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in megabytes per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second. Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.
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